/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #include "g_headers.h" #include "g_local.h" #include "g_icarus.h" #include "wp_saber.h" extern void Q3_SetViewEntity(int entID, const char *name); extern qboolean G_ClearViewEntity( gentity_t *ent ); extern team_t TranslateTeamName( const char *name ); extern char *TeamNames[TEAM_NUM_TEAMS]; /* =================== Svcmd_EntityList_f =================== */ void Svcmd_EntityList_f (void) { int e; gentity_t *check; check = g_entities; for (e = 0; e < globals.num_entities ; e++, check++) { if ( !check->inuse ) { continue; } gi.Printf("%3i:", e); switch ( check->s.eType ) { case ET_GENERAL: gi.Printf( "ET_GENERAL " ); break; case ET_PLAYER: gi.Printf( "ET_PLAYER " ); break; case ET_ITEM: gi.Printf( "ET_ITEM " ); break; case ET_MISSILE: gi.Printf( "ET_MISSILE " ); break; case ET_MOVER: gi.Printf( "ET_MOVER " ); break; case ET_BEAM: gi.Printf( "ET_BEAM " ); break; case ET_PORTAL: gi.Printf( "ET_PORTAL " ); break; case ET_SPEAKER: gi.Printf( "ET_SPEAKER " ); break; case ET_PUSH_TRIGGER: gi.Printf( "ET_PUSH_TRIGGER " ); break; case ET_TELEPORT_TRIGGER: gi.Printf( "ET_TELEPORT_TRIGGER " ); break; case ET_INVISIBLE: gi.Printf( "ET_INVISIBLE " ); break; case ET_THINKER: gi.Printf( "ET_THINKER " ); break; case ET_CLOUD: gi.Printf( "ET_CLOUD " ); break; default: gi.Printf( "%-3i ", check->s.eType ); break; } if ( check->classname ) { gi.Printf("%s", check->classname); } gi.Printf("\n"); } } gclient_t *ClientForString( const char *s ) { gclient_t *cl; int i; int idnum; // numeric values are just slot numbers if ( s[0] >= '0' && s[0] <= '9' ) { idnum = atoi( s ); if ( idnum < 0 || idnum >= level.maxclients ) { Com_Printf( "Bad client slot: %i\n", idnum ); return NULL; } cl = &level.clients[idnum]; if ( cl->pers.connected == CON_DISCONNECTED ) { gi.Printf( "Client %i is not connected\n", idnum ); return NULL; } return cl; } // check for a name match for ( i=0 ; i < level.maxclients ; i++ ) { cl = &level.clients[i]; if ( cl->pers.connected == CON_DISCONNECTED ) { continue; } if ( !Q_stricmp( cl->pers.netname, s ) ) { return cl; } } gi.Printf( "User %s is not on the server\n", s ); return NULL; } //--------------------------- extern void G_StopCinematicSkip( void ); extern void G_StartCinematicSkip( void ); extern void ExitEmplacedWeapon( gentity_t *ent ); static void Svcmd_ExitView_f( void ) { extern cvar_t *g_skippingcin; static int exitViewDebounce = 0; if ( exitViewDebounce > level.time ) { return; } exitViewDebounce = level.time + 500; if ( in_camera ) {//see if we need to exit an in-game cinematic if ( g_skippingcin->integer ) // already doing cinematic skip? {// yes... so stop skipping... G_StopCinematicSkip(); } else {// no... so start skipping... G_StartCinematicSkip(); } } else if ( !G_ClearViewEntity( player ) ) {//didn't exit control of a droid or turret //okay, now try exiting emplaced guns or AT-ST's if ( player->s.eFlags & EF_LOCKED_TO_WEAPON ) {//get out of emplaced gun ExitEmplacedWeapon( player ); } else if ( player->client && player->client->NPC_class == CLASS_ATST ) {//a player trying to get out of his ATST GEntity_UseFunc( player->activator, player, player ); } } } gentity_t *G_GetSelfForPlayerCmd( void ) { if ( g_entities[0].client->ps.viewEntity > 0 && g_entities[0].client->ps.viewEntity < ENTITYNUM_WORLD && g_entities[g_entities[0].client->ps.viewEntity].client && g_entities[g_entities[0].client->ps.viewEntity].s.weapon == WP_SABER ) {//you're controlling another NPC return (&g_entities[g_entities[0].client->ps.viewEntity]); } else { return (&g_entities[0]); } } static void Svcmd_SaberColor_f() { const char *color = gi.argv(1); if ( !VALIDSTRING( color )) { gi.Printf( "Usage: saberColor \n" ); gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" ); return; } gentity_t *self = G_GetSelfForPlayerCmd(); if ( !Q_stricmp( color, "red" )) { self->client->ps.saberColor = SABER_RED; } else if ( !Q_stricmp( color, "green" )) { self->client->ps.saberColor = SABER_GREEN; } else if ( !Q_stricmp( color, "yellow" )) { self->client->ps.saberColor = SABER_YELLOW; } else if ( !Q_stricmp( color, "orange" )) { self->client->ps.saberColor = SABER_ORANGE; } else if ( !Q_stricmp( color, "purple" )) { self->client->ps.saberColor = SABER_PURPLE; } else if ( !Q_stricmp( color, "blue" )) { self->client->ps.saberColor = SABER_BLUE; } else { gi.Printf( "Usage: saberColor \n" ); gi.Printf( "valid colors: red, orange, yellow, green, blue, and purple\n" ); } } struct SetForceCmd { const char *desc; const char *cmdname; const int maxlevel; }; SetForceCmd SetForceTable[] = { { "forceHeal", "setForceHeal", FORCE_LEVEL_3 }, { "forceJump", "setForceJump", FORCE_LEVEL_3 }, { "forceSpeed", "setForceSpeed", FORCE_LEVEL_3 }, { "forcePush", "setForcePush", FORCE_LEVEL_3 }, { "forcePull", "setForcePull", FORCE_LEVEL_3 }, { "forceMindTrick", "setForceMindTrick", FORCE_LEVEL_4 }, { "forceGrip", "setForceGrip", FORCE_LEVEL_3 }, { "forceLightning", "setForceLightning", FORCE_LEVEL_3 }, { "saberThrow", "setSaberThrow", FORCE_LEVEL_3 }, { "saberDefense", "setSaberDefense", FORCE_LEVEL_3 }, { "saberOffense", "setSaberOffense", FORCE_LEVEL_5 }, }; static void Svcmd_ForceSetLevel_f( int forcePower ) { if ( !&g_entities[0] || !g_entities[0].client ) { return; } /* if ( !g_cheats->integer ) { gi.SendServerCommand( 0, "print \"Cheats are not enabled on this server.\n\""); return; }*/ const char *newVal = gi.argv(1); if ( !VALIDSTRING( newVal ) ) { gi.Printf( "Current %s level is %d\n", SetForceTable[forcePower].desc, g_entities[0].client->ps.forcePowerLevel[forcePower] ); gi.Printf( "Usage: %s (0 - %i)\n", SetForceTable[forcePower].cmdname, SetForceTable[forcePower].maxlevel ); return; } int val = atoi(newVal); if ( val > FORCE_LEVEL_0 ) { g_entities[0].client->ps.forcePowersKnown |= ( 1 << forcePower ); } else { g_entities[0].client->ps.forcePowersKnown &= ~( 1 << forcePower ); } g_entities[0].client->ps.forcePowerLevel[forcePower] = val; if ( g_entities[0].client->ps.forcePowerLevel[forcePower] < FORCE_LEVEL_0 ) { g_entities[0].client->ps.forcePowerLevel[forcePower] = FORCE_LEVEL_0; } else if ( g_entities[0].client->ps.forcePowerLevel[forcePower] > SetForceTable[forcePower].maxlevel ) { g_entities[0].client->ps.forcePowerLevel[forcePower] = SetForceTable[forcePower].maxlevel; } } extern qboolean PM_SaberInStart( int move ); extern qboolean PM_SaberInTransition( int move ); extern qboolean PM_SaberInAttack( int move ); void Svcmd_SaberAttackCycle_f( void ) { if ( !&g_entities[0] || !g_entities[0].client ) { return; } gentity_t *self = G_GetSelfForPlayerCmd(); if ( self->s.weapon != WP_SABER ) { return; } int saberAnimLevel; if ( !self->s.number ) { saberAnimLevel = cg.saberAnimLevelPending; } else { saberAnimLevel = self->client->ps.saberAnimLevel; } saberAnimLevel++; if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_1 ) { saberAnimLevel = FORCE_LEVEL_2; } else if ( self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] == FORCE_LEVEL_2 ) { if ( saberAnimLevel > FORCE_LEVEL_2 ) { saberAnimLevel = FORCE_LEVEL_1; } } else {//level 3 if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] ) {//wrap around saberAnimLevel = FORCE_LEVEL_1; } } if ( !self->s.number ) { cg.saberAnimLevelPending = saberAnimLevel; } else { self->client->ps.saberAnimLevel = saberAnimLevel; } #ifndef FINAL_BUILD switch ( saberAnimLevel ) { case FORCE_LEVEL_1: gi.Printf( S_COLOR_BLUE "Lightsaber Combat Style: Fast\n" ); //LIGHTSABERCOMBATSTYLE_FAST break; case FORCE_LEVEL_2: gi.Printf( S_COLOR_YELLOW "Lightsaber Combat Style: Medium\n" ); //LIGHTSABERCOMBATSTYLE_MEDIUM break; case FORCE_LEVEL_3: gi.Printf( S_COLOR_RED "Lightsaber Combat Style: Strong\n" ); //LIGHTSABERCOMBATSTYLE_STRONG break; case FORCE_LEVEL_4: gi.Printf( S_COLOR_CYAN "Lightsaber Combat Style: Desann\n" ); //LIGHTSABERCOMBATSTYLE_DESANN break; case FORCE_LEVEL_5: gi.Printf( S_COLOR_MAGENTA "Lightsaber Combat Style: Tavion\n" ); //LIGHTSABERCOMBATSTYLE_TAVION break; } //gi.Printf("\n"); #endif } void Svcmd_SaberSetLevel_f( void ) { if ( !&g_entities[0] || !g_entities[0].client ) { return; } gentity_t *self = G_GetSelfForPlayerCmd(); if ( self->s.weapon != WP_SABER ) { return; } const char *newVal = gi.argv(1); int saberAnimLevel = atoi(newVal); if ( saberAnimLevel > self->client->ps.forcePowerLevel[FP_SABER_OFFENSE] ) {//wrap around saberAnimLevel = FORCE_LEVEL_1; } if ( !self->s.number ) { cg.saberAnimLevelPending = saberAnimLevel; } else { self->client->ps.saberAnimLevel = saberAnimLevel; } } template static void Svcmd_ForceSetLevel_f(void) { Svcmd_ForceSetLevel_f(power); } static void Svcmd_SetForceAll_f(void) { for ( int i = FP_HEAL; i <= FP_SABER_OFFENSE; i++ ) { Svcmd_ForceSetLevel_f( i ); } } static void Svcmd_SetSaberAll_f(void) { Svcmd_ForceSetLevel_f( FP_SABERTHROW ); Svcmd_ForceSetLevel_f( FP_SABER_DEFENSE ); Svcmd_ForceSetLevel_f( FP_SABER_OFFENSE ); } static void Svcmd_RunScript_f(void) { const char *cmd2 = gi.argv(1); if ( cmd2 && cmd2[0] ) { const char *cmd3 = gi.argv(2); if ( cmd3 && cmd3[0] ) { gentity_t *found = NULL; if ( (found = G_Find(NULL, FOFS(targetname), cmd2 ) ) != NULL ) { ICARUS_RunScript( found, cmd3 ); } else { //can't find cmd2 gi.Printf( S_COLOR_RED "runscript: can't find targetname %s\n", cmd2 ); } } else { ICARUS_RunScript( &g_entities[0], cmd2 ); } } else { gi.Printf( S_COLOR_RED "usage: runscript scriptname\n" ); } } static void Svcmd_PlayerTeam_f(void) { const char *cmd2 = gi.argv(1); if ( !*cmd2 || !cmd2[0] ) { gi.Printf( S_COLOR_RED "'playerteam' - change player team, requires a team name!\n" ); gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] ); gi.Printf( S_COLOR_RED "Valid team names are:\n"); for ( int n = (TEAM_FREE + 1); n < TEAM_NUM_TEAMS; n++ ) { gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] ); } } else { team_t team = TranslateTeamName( cmd2 ); if ( team == TEAM_FREE ) { gi.Printf( S_COLOR_RED "'playerteam' unrecognized team name %s!\n", cmd2 ); gi.Printf( S_COLOR_RED "Current team is: %s\n", TeamNames[g_entities[0].client->playerTeam] ); gi.Printf( S_COLOR_RED "Valid team names are:\n"); for ( int n = TEAM_FREE; n < TEAM_NUM_TEAMS; n++ ) { gi.Printf( S_COLOR_RED "%s\n", TeamNames[n] ); } } else { g_entities[0].client->playerTeam = team; //FIXME: convert Imperial, Malon, Hirogen and Klingon to Scavenger? } } } static void Svcmd_Control_f(void) { const char *cmd2 = gi.argv(1); if ( !*cmd2 || !cmd2[0] ) { if ( !G_ClearViewEntity( &g_entities[0] ) ) { gi.Printf( S_COLOR_RED "control \n", cmd2 ); } } else { Q3_SetViewEntity( 0, cmd2 ); } } static void Svcmd_Secrets_f(void) { const gentity_t *pl = &g_entities[0]; if(pl->client->sess.missionStats.totalSecrets < 1) { gi.Printf( "There are" S_COLOR_RED " NO " S_COLOR_WHITE "secrets on this map!\n" ); } else if(pl->client->sess.missionStats.secretsFound == pl->client->sess.missionStats.totalSecrets) { gi.Printf( "You've found all " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets on this map!\n", pl->client->sess.missionStats.secretsFound ); } else { gi.Printf( "You've found " S_COLOR_GREEN "%i" S_COLOR_WHITE " out of " S_COLOR_GREEN "%i" S_COLOR_WHITE " secrets!\n", pl->client->sess.missionStats.secretsFound, pl->client->sess.missionStats.totalSecrets ); } } // PADAWAN - g_spskill 0 + cg_crosshairForceHint 1 + handicap 100 // JEDI - g_spskill 1 + cg_crosshairForceHint 1 + handicap 100 // JEDI KNIGHT - g_spskill 2 + cg_crosshairForceHint 0 + handicap 100 // JEDI MASTER - g_spskill 2 + cg_crosshairForceHint 0 + handicap 50 extern cvar_t *g_spskill; static void Svcmd_Difficulty_f(void) { if(gi.argc() == 1) { if(g_spskill->integer == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Padawan" S_COLOR_WHITE "\n" ); } else if(g_spskill->integer == 1) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi" S_COLOR_WHITE "\n" ); } else if(g_spskill->integer == 2) { int crosshairHint = gi.Cvar_VariableIntegerValue("cg_crosshairForceHint"); int handicap = gi.Cvar_VariableIntegerValue("handicap"); if(handicap == 100 && crosshairHint == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight" S_COLOR_WHITE "\n" ); } else if(handicap == 50 && crosshairHint == 0) { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Master" S_COLOR_WHITE "\n" ); } else { gi.Printf( S_COLOR_GREEN "Current Difficulty: Jedi Knight (Custom)" S_COLOR_WHITE "\n" ); gi.Printf( S_COLOR_GREEN "Crosshair Force Hint: %i" S_COLOR_WHITE "\n", crosshairHint != 0 ? 1 : 0 ); gi.Printf( S_COLOR_GREEN "Handicap: %i" S_COLOR_WHITE "\n", handicap ); } } else { gi.Printf( S_COLOR_RED "Invalid difficulty cvar set! g_spskill (%i) [0-2] is valid range only" S_COLOR_WHITE "\n", g_spskill->integer ); } } } #define CMD_NONE (0x00000000u) #define CMD_CHEAT (0x00000001u) #define CMD_ALIVE (0x00000002u) typedef struct svcmd_s { const char *name; void (*func)(void); uint32_t flags; } svcmd_t; static int svcmdcmp( const void *a, const void *b ) { return Q_stricmp( (const char *)a, ((svcmd_t*)b)->name ); } // FIXME some of these should be made CMD_ALIVE too! static svcmd_t svcmds[] = { { "entitylist", Svcmd_EntityList_f, CMD_NONE }, { "game_memory", Svcmd_GameMem_f, CMD_NONE }, { "nav", Svcmd_Nav_f, CMD_CHEAT }, { "npc", Svcmd_NPC_f, CMD_CHEAT }, { "use", Svcmd_Use_f, CMD_CHEAT }, { "ICARUS", Svcmd_ICARUS_f, CMD_CHEAT }, { "saberColor", Svcmd_SaberColor_f, CMD_CHEAT }, { "setForceJump", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setSaberThrow", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForceHeal", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForcePush", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForcePull", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForceSpeed", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForceGrip", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setForceLightning", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setMindTrick", Svcmd_ForceSetLevel_f, CMD_CHEAT }, { "setSaberDefense", Svcmd_ForceSetLevel_f, CMD_NONE }, { "setSaberOffense", Svcmd_ForceSetLevel_f, CMD_NONE }, { "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE }, { "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT }, { "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT }, { "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE }, { "runscript", Svcmd_RunScript_f, CMD_CHEAT }, { "playerTeam", Svcmd_PlayerTeam_f, CMD_CHEAT }, { "control", Svcmd_Control_f, CMD_CHEAT }, { "exitview", Svcmd_ExitView_f, CMD_NONE }, { "secrets", Svcmd_Secrets_f, CMD_NONE }, { "difficulty", Svcmd_Difficulty_f, CMD_NONE }, //{ "say", Svcmd_Say_f, qtrue }, //{ "toggleallowvote", Svcmd_ToggleAllowVote_f, qfalse }, //{ "toggleuserinfovalidation", Svcmd_ToggleUserinfoValidation_f, qfalse }, }; static const size_t numsvcmds = ARRAY_LEN( svcmds ); /* ================= ConsoleCommand ================= */ qboolean ConsoleCommand( void ) { const char *cmd = gi.argv(0); const svcmd_t *command = (const svcmd_t *)Q_LinearSearch( cmd, svcmds, numsvcmds, sizeof( svcmds[0] ), svcmdcmp ); if ( !command ) return qfalse; if ( (command->flags & CMD_CHEAT) && !g_cheats->integer ) { gi.Printf( "Cheats are not enabled on this server.\n" ); return qtrue; } else if ( (command->flags & CMD_ALIVE) && (g_entities[0].health <= 0) ) { gi.Printf( "You must be alive to use this command.\n" ); return qtrue; } else command->func(); return qtrue; }